/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxMeshImportData.h
Import data and options used when importing any mesh from FBX
class UFbxMeshImportData : public [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData)
bool
bBakePivotInVertex
* Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices.
uint32:  1
bComputeWeightedNormals
Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents
uint32: 1
bImportMeshLODs
Enables importing of mesh LODs from FBX LOD groups, if present in the FBX file
bool
bReorderMaterialToFbxOrder
If checked, The material list will be reorder to the same order has the FBX file.
bool
bTransformVertexToAbsolute
If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.
TArray<FName>
ImportMaterialOriginalNameData
Original import section/material data.
TArray<FImport...
ImportMeshLodData
TEnumAsByte< en...
NormalGenerationMethod
Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh
TEnumAsByte< en...
NormalImportMethod
Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.